#include "Ray.h"

Ray::Ray(DAEFloat3 origin, DAEFloat3 direction)
{
	m_Origin = origin;
	m_Direction = direction;
	m_InvDirection = DAEFloat3(1/m_Direction.x,1/m_Direction.y,1/m_Direction.z);
	m_Sign[0] = m_InvDirection.x<0;
	m_Sign[1] = m_InvDirection.y<0;
	m_Sign[2] = m_InvDirection.z<0;
}

Ray::~Ray(void)
{
}
